userDaniel Pcancel

2,360 Commits over 608 Days - 0.16cph!

11 Months Ago
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch) - These have been inlined into CheckSphere<T> and CheckCapsule<T> - Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit Tests: ran all unit tests
11 Months Ago
Update: CoarseQueryGrid - add non-indirect CheckJob API - Also changed the API to return a JobHandle and accept a NativeList Helps avoid extra busy work when we run direct work Tests: ran unit tests
11 Months Ago
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values Another case that's the same as previous Tests: none, trivial change
11 Months Ago
Clean: move all CoarseQueryGridJobs to it's own namespace - rename the jobs to avoid duplication with namespace Tests: compiles in editor
11 Months Ago
Bugfix: make sure TerrainCollision.GetIgnore doesn't return garbage values Same bug as in WaterCollision that I fixed last friday. Tests: none, trivial change
11 Months Ago
Bugfix: WaterCollision.GetIgnoreIndirect properly fills entire result set Tests: ran unit tests + staging demo playback
11 Months Ago
Tests: adding TestWaterIgnoreConsistency to further narrow down what is going wrong Tests: ran new unit test, it does fail as begrudgingly expected
11 Months Ago
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11 Months Ago
Optim: FinalizeTickParallel - use a burst job to gather players to validate for tick history - Cleaned up a bunch of code by switching to NativeList from NativeArray - more TickInterpolatorCache usage Tests: staging demo playback
11 Months Ago
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11 Months Ago
Update: adding HandleIgnoreTerrain that works on a batch of positions - also ninja-fixing a bug in batch overload of HandleIgnoreCollisions that screwed layermasks - good thing it wasn't used anywhere Tests: ran unit tests
11 Months Ago
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11 Months Ago
▋ █▌▍▋▅▋ █▆▋▆▉▇ ▅▆▇▌▊ ▄▅███▄▇▇▌▇█▊▅█▉ ▆▄▋▅ ▆█▄█ ▅▋▊▄▌▆▍█▋▋ ▄▅▄█▇▄▌▉█▆█ ▍▉ ▊▋▄▅▅▉▆▊▆▄▊▇ ▊▌▍ █▄▍▍▋▌▄▆█▋▊▋▇▊▄▋ ▄▅▅▍▆▌▄▋▍ █ ▄ ▋▅█▅ ▊▅▌▄▇▇█ ▆▋ ▉▉▊▇█▌▍▍ ▆▆▉▅▉▍▋▊▍▅▄▇▌▇▄▄▊ ▄▉█▊▊ █▊▍ █▇▊ ▅▊▇▄ ▉▅▉▌▌▄ ▅▆▅ ▇▇▅█▍▌ ▆█▊▋ ▇▆█▇▉ ▌▍▅ ▄▉▄█▇▋▍ ▋▋▋▆▅▉▍▇▇▆▇▆▅▄▉▅ ▅▉▌ ▍▌▄ ▋▍▍ ▌▌▄▊ ▄▌▄▇
11 Months Ago
Merge: from parallel_validatemove/stable_playercache Promoting stable player cache version as main dev direction Tests: none, no conflicts
11 Months Ago
▉ ▌▄▉▍▌▆▌ ▋▇▉██ ▄▇▇▉▍ ▄▇▆ ▉█▅▌▋▊▊ ▆▊▊▅▉▆▅ ▇▇▋▆ ▇▇▋▊▌█▄▄ ▊▍▉▋▇▆▇▄▍█▍▊▅ ▅▊▊ ▄▋▇ ▍▅▍ ▍▍▋▊▊▍ █▌▉ ▊▋▋▍▋ ▊▌▇ ▍ ▅▆▅▍ █▄ ▄▅▋▅▉ ▅▄▅▌▋▍▉▄▊ ▉█▉▅ ▌▆▍█▆ ▌▍▆▇█▋▍▋▄█▊▊▉▅▇▆▇▉ ▉▌▆▋▄▋ ▋▇▋▊ ▍▄▆▅▊▌▍ ▅▇▌▊
11 Months Ago
▆ ▇▊▍▉▇▍▌ ▆▍▊ ▅▅▌▍▌██▊ ▊▊▉ █▍▊▄▇▆▌ ▍▆▍▋ ▍▍▌█▉ ▅▉▅█▌▉▅▉ ▍▉ ▋▍▇▌▉ ▍▊▊ ▍▋▆█▄▊▍▆▋▊▇▆▌ ▄▇▌▆▅▉ ▆▋▌▌ ▅▅▌█▍▉▇ █▋ ▇▆ ▍▋▇▊ ██▉ ▉▌█▅▋ ▊▊ ▉▉▊▇██ ▍▄ ▍▅▇▆▅▍▋ ▇▅ ▊▌▊▅▊ ▉▊▊▄ ▊▆▄▇▄▇▆▌▇▄▋▅▇ ▍▇▌▌▅▇ ▆▇▉▌ █▆▉▌▄█▌ ▍▍▊▇
11 Months Ago
▄ ▄▄▆▍▇▇▌ ▆▄▋▌▊ ▊▇▌▅▉█▉ ▉▊▄▅▌▍█▆ ▊▉▇▌ ▉▋▅▉▋ ▅▋▍▄▆▆▊ ▌█▆▇▍▌█▆▋▇▄ █▍▍ ▇▍▍▄▅▋▋▌▇▍▉▌▄ ▍▋█ ▉▇▇█▆█▊ ▄▇▋▄
11 Months Ago
Clean: consolidate some work buffers Tests: ran staging demo
11 Months Ago
▊ ▉▋▍▇▆▌▆ █▊▄█▌ ▇▄█ ▋▇███ ▄██ ▄▌▍▅▍▅▍ ▊▌▌▉ ▌█ ▉▅▌▄▇▍▆▇▅▍▋▅▋▍▋▇▇▆▊▄▆▌█▇ ▋▇▇ ▋ █▉▄▌▆ ▍▅ ▆▉ █▄▅▆▅ ▍▌▅▍▅ ▅▅▆ █▉▌ ▋▆▊▊█▇ ▄▊█ ▌▉▌▍ ▍▋▋▉▋▍▆▉▌ ▅▍▊ ▆▋▅▅▉▅ ▅█▍▉▋█▉▅▄▍█▋ ▆▇▍▆▄█ ▇▊██ ▇▇▍▅▋▄▆ ▉▌█▍ ▋ ██▍ █▄▆▍▊▍▆▄▄▌ ▉▊▍▋▋▋▌▊▊▅
11 Months Ago
▍ ▍█▍▆█▌▋ ▆▇█▇▊▋▋ ▌▍▋▅▄ ▆▌▍▇▅▄▅▉█▌▉▆▆▉▇█▄ █▉▋▅▌▋▅▉▆▍▊▆▉▌ ▊▌▉█▅▍▅ ▌▆▆▆ ▇█▋ ▅▅▅▇▇▌▉▅█▌▇ ▄▋▋▍▅▉▆▌ ▍▍█▊▅▆ █▍▊▇█▌▉ ▇██▄ ▋▇▍▋▇█▇▋ ▅▄ ▆▇▌▄▊▄██ ▌▋▉▍▄ ▌▍▍▋▍ ▍▋▋▇▇▍▇▆▆▅▉█ ▄▍▄ ▅▆▉▋▇ ▋▌▅▌▊▊▉▌▆▅▌█ ▊▇▋▇▇▌ ▄▌▋█ ▋▆▌▇▊▉▌ ▍▊▇▅ █ ▅▄▉▌▊▊█▉▍▅ ▇▅▋ ▊▅▋▋ ▇▉▌▊▇▅▌▍ ▆▍▍
11 Months Ago
▄ ▇▅▍▊▌▇▆ ▍▇█▉▊ ▌█▍▍▍▊▊▊▅▋▋▇▌▌▋▅▉ ▉▆▉▅ ▋▊▆█▇▍▉▊ ▍▄▉██▇█▄▊ ▄▄▊▊▌ ▊ █▊▌▍▉▄▇▋▅▍▉▄ ▌▊█ ▊▋▄▄▆▋▅▌▇▉▇▅▌█ ▆▌█▌▄▌▌█▍▄ ▉▉▆▇ █▍▆▉▇▆ █▆▊▉▊▍▇▋██▅▌▉▆▍▄▄ ▅▌▌ ▊▅▋▄█▋ █▋ ▇█▆▋▋▊ ▄▍▆▍ ▆▄█▄▄ ▉▌▋▄▄█▇▌▄▋█▉▆ ▉▉▄ ▌█▉█▍▆█▄▌ ▆▄▌▄▍▋ ▇▉▅▆▅▋ ▋ ▇▇▍▉▅▄ ▇▄▋█ ▊▌▇▊▌▊▄ ▆█▊▅
11 Months Ago
Update: merge NativeList.Expand and NativeList.ExpandAndClear - Rewrote the Expand branching logic to be simpler Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
11 Months Ago
Update: Add NativeList.ExpandAndClear - also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary Tests: none, trivial change
11 Months Ago
Clean: variable rename Tests: none, trivial change
11 Months Ago
▄ ▇▌▇▅█▄▄ ▉▇▊▋▇▍▄▉ ▆▍▅▄█▊▆▉▇▊▋▋▋ █▊▄▉ ▌▊▊▄ ▋▉ ▊▍▄▆▊▄█▅▌█▌ ▍▊▅▍▅▇▅▇▄█▊▇▆▄▋▊▅▉▇█ █▉▇█ ▄█▇▉▉▌▉▌▇▌█▍ ▌▊▊▆ █▋▋▄▄ ▊▋▅▌█▆ ▉ ▉▄█ █▆▊▌▋▄▉ ▌▅▍▌▍ ▇▊ ▌▋▉ ▍▄▍▊▋▆ ██▊▅▋▄▉▍▆▇█▍ ▊▅▋▌▅▌ ▍▊▅▆ ▊▇▉▄▊▋▉ ▉▄▋▋
11 Months Ago
▌ ▄▆▉▉█▉▄ ▉█▋█▌ ▋█▉▍▍▍▍▇ ▊ ▌▋▉▉▌ ▌▉▄▊▌▇ ▊▌▆█▇▅▅▌▌▊▋▌██▋▊▌▄▄▇ ▇▉▅▅▉▄▄ ▉▊█▉ ▋ ▌▅▆▍▅ ▄▉▋ ▋▅▉▍ ▅▍▅▄ ▅ ▅▋▍▊▉▄ ▄▊▅▍▆▅ ▉ ▅▇▅▍ ▍▆▅▌█▋█ ▆▉▅ ▄▆▄▉▍▍█ ▉▋▉▅▆▄▆▆▄▅▇▉ ▆▍▆▌▅▍ ▌▍▆▊ ▍█▇▄▌▍█ ▄▇▆▆
11 Months Ago
▌ ▌▊▅▄▄▄█ ▍▊▆▄█▌▋ █▄▍▇▋▊█▆ ██ ▄▌▌▋▅▌▇▍▄▉▇▄▄ ▉▆▊▍ ▊▇▋▍▆█▊▄▊▉▄ ▄▇▇▉▅▊▄▆▆▋ ▌▋▌▅▇▇▇▇▄▇▅▅▊ ▌▍▊▉▋▇ ▅▋ █▇ ▆▌▊▅▌ ▌▇▉▍█▆▌ ▉▌▋▌▄▆▊▉▆▍▍▋▉▊▉▅▇▌▄▄▇█▊▆▊ ▆▉█▋▋▅ ▋▇▄▇ ▌▌▌▇▍▄▍ ▅▇▍▍ ▊ ▆▇▆▆▄▇▆ █▄▆█ ▅▌▊▆▌█▋▆█▉
11 Months Ago
Bugfix: NativeList.Expand now properly clean us old list Tests: none, trivial change
11 Months Ago
▅ ▄▊▋█▌▊ █▆▊▅▊▌ ▆▋▊█▇▉▅▊▅▆▍▉▋▄▆█▍ ▌█ ▌ ▇▄▄▆▉█▅▊▊▉ ▍▍█ ▄▍▊▄▅ ▄▆▍ ▇▄▌▊ ▅▋ ▌█▍▇ ▌▋▌▉▆▊ █▍▌▇▉▍ ▊▆▄▄▊▄▉▇▌▋▅ ▍▍▍▆▉ ▇▊▇▆▊▅▅ ▆▊▉▋▍▊
11 Months Ago
▊ ▋▍▉▄▍▆▍ ▅▆█▌▅▋▄▄▄▋▉▋█ ▌ ▄▊█▄▅ ▉▅▅█▅█▆ ▊▄ ▇▌▆▊▌▇▍▌█▊▋▍▉▍▄ ▉▉▋▅▋▊▇ ▄▍▌▊ ▋▍▌▆█▌▄▄▊▅█▍▌▅▍▆▅▌▇▆▄▆▅▌▊▋▅▍▇▄▌▇▋▆ ▊▍▄▅ ▅▌▍▉▆ ▌▅▊ ▌▄▌█▅▆▊▊ ▉ █▌▍▉ ▋▋▅ ▋▊ ▇▅▅▊ █▄▅▍▊ █▇█▍▆▋▄▍▄▄▌ ▌▉▊▅▊▅▄▄▊█▅▋▌▊█▄▉▅▉▌▆▅ ▊▅▆▅▉▊ ▆▉▋▊ ▄▌▋▌█▍▍ ▇▍▄▇ ▅ ▇▉▊ ▇▋▊▉▋█▆▉ ▋▌█▍▉▊█ ▌▄ ▊█▋▍▍▊ ▉▉▆▆▌▅▋█▌▋
11 Months Ago
Update: TickInterpolatorCache exposes state via ReadOnly property - Reroute all accessors and logic via static methods that take in ReadOnlyState This enables to pass entire TickInterpolatorCache into a burst job Tests: ran unit tests
11 Months Ago
Update: mark a bunch of BasePlayer functions as static Makes it easier to build Burst jobs Tests: editor compiles
11 Months Ago
▍ ▋▍▍█▄▅▆ █▉▄▆▌ ▇▍▋ ▍▄▊ ██▌▌▊█▄▆▍ ▋▍▊▉▍▋▋▌ ▍█▌█▅▊▅▊▄ ▊▄▋▊▄█▅▊ ▉▉▅▍ ▇▉ ▇▌▅▉ █▌▉ ▇▅▉▅▌▉▆▆▇▌▊▆▊ ▋▄▉▇▊▉ ▉▍▇▅ ▊▍▉ ▌█▊▍▅▊▋ █▇▍▅
11 Months Ago
▆ ▋▅█▇▍▄▊ ▉▍▍▋▄ ▋▄▇ ▄▋█▋▉▄▋▆▋ ▉▆▊▋▇▄▊▅ ▉▇▉▅ ▊▊█▋▋▅▌▇▉▊ ▊▍▅▉▍▉▅▅▆▄▌▋▋ ▋▇▍▆▌▆ ▊█▇▉ ▆▇▅▄▍▌▍ ▌▌▆▌